• Title/Summary/Keyword: 게임정보시스템

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A Study on Screen Layout Design for The Younger Game Users (저연령층 게임유저를 위한 Screen Layout Design 연구)

  • Lee, Ji-Won;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.25-31
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    • 2005
  • Game interface can be described as a method for communicating the information of the game, and with increase in complexity of the game and the role of interface also becomes complex. MMORPG of the present has a greater capacity than the RPG of the past, and because there are many information game users need to know such as uniqueness of the character, maturation system, beginning users who encounter MMORPG for the first time have difficulties in grasping the concept and the information of the game. Therefore, an interface design that assists theusers in understanding and adjusting to the game is needed. For the purpose of this dissertation, a study was conducted for an MMORPG screen layout design that enables quick understanding of game information for the inexperienced younger game users.

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Design and Implementation of Digital Game-based Contents Management System for Package Tour Application (패키지 투어 애플리케이션을 위한 디지털 게임 기반 콘텐츠 관리 시스템의 설계 및 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.872-880
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    • 2022
  • This paper present a design and implementation of a Contents Management System (CMS) to be integrated into a game that uses a Digital Game-based Learning (DGBL) approach for helping tourists learn about tourism spots as a part of the Package Tour Application. In terms of design, this paper shows a system architecture that consists of a database to store the game's content such as tourism spot information, score and question configuration, score history, et cetera, a web application to manage the content and a Rest API to delivers the content to the mobile game. Meanwhile, in terms of implementation, MySQL database and PHP programming language are used. Moreover, a time response performance evaluation is conducted which resulted in between 0.77 s to 1.4 s from CMS to the database. Once successfully integrated with the game, the CMS will allow the game to be played on multiple tours simultaneously, without having to rebuild the game for every package tour group.

Study of Game Development scenario using Web Based Thinking System -Focused on applying The conceptual system and its effects during the first step of game development process- (웹 기반 컴퓨터 지원 발상시스템을 이용한 게임 시나리오 개발에 관한 연구 -게임 제작 프로세스 초기 시나리오 개발에 대한 발상 시스템 적용과 효과를 중심으로-)

  • Chung Seung-Ho;Hwang Young-Sup;Han Kyung-Don
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.65-73
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    • 2005
  • The success or failure of a game depends on its creativity. Especially during the first period of the process. For this reason, requesting CGTS(Creative Group Thinking System) -previously developed system based on web- in the scenario process of the game designing development. In accordance, this study is to program the thinking performance in result of increasing creativity obect to shortening working hours.

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Development of a Three-Dimensional Ruins Game in the Internet (인터넷에서의 3차원 유적지 게임 개발)

  • 장현덕;권용대;이명원
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.670-672
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    • 2004
  • 본 논문에서는 인터넷에서 3차원 가상환경인 유적지를 배경으로 게임을 진행하도록 구현된 프로그램에 대해 기술한다. 본 게임 개발의 배경은 이 게임을 통해 청소년들이 유적지와 관련된 역사적 사실을 이해하고 올바른 역사 인식을 갖도록 하자는 취지에서 시작하였다. 이 유적지 게임은 우리나라의 고궁이나 역사적인 장소를 시뮬레이션 하여 유저에게 역사적인 지식을 전달함과 동시에 게임 자체의 재미를 추구하도록 제작되어진 게임이다. 본 시스템은 서버, 클라이언트, 맵에디터로 구성되어 있다

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Development and Implement of Module Based a Brick Destruct Online Game (모듈기반의 벽돌깨기 온라인 게임 개발 및 구현)

  • 임종혁;정화영
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.457-459
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    • 2003
  • 인터넷의 발달로 인해 이제는 집에서 PC로만 해오던 게임을 언제 어디서든 인터넷만 가능하다면 게임을 즐길 수 가 있게 되었다. 이 게임은 웹의 편리함과 자바의 애플릿 기술을 이용하여 인터넷 온라인 게임을 설계 및 구현하였다. 웹 상에서 이루어진다는 편리함을 가지고 있지만, 시간과 장소의 제약이 크고, 동시에 여러 사람 이 함께 게임을 할 수 없다는 단점을 가지고 있다. 본 논문에서는 모듈기반의 벽돌깨기 게임을 개발 및 구현하였다. 시스템 분석 및 설계에서는 UML을 이용하였으며, 자바 애플릿으로 구현하여 웹 상에서도 이용 가능하였다.

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Development of a system for detecting game user's addiction (게임 이용자의 과몰입을 탐지하기 위한 시스템 개발)

  • Oh, Sung-kyun;Yoon, Taebok
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.23-30
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    • 2018
  • With the development of ICT technology, the game industry is growing rapidly. However, due to the excessive play of the game, there are cases where normal life is difficult. It is necessary to study the diagnosis and countermeasures against such game addiction. This paper study a system for diagnosing game addiction based on game usage information of game users. In order to develop a game addiction diagnostic system, this study classifies game addiction and abuse users and collects and models log information in real game environment. In addition, the addiction and good use model of game users was used as a knowledge to diagnose the addiction of new game users. Through the experiment, we could confirm the meaningful results. Also, according to the result of the diagnosis, the service such as SMS and reporting was suggested.

Development of Cloud-based Game System : Toward Domestic Game Development (클라우드 기반의 게임시스템 개발 : 국내 게임 개발을 중심으로)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.457-458
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    • 2015
  • Recently, the development of cloud technology, related to service has spread to various fields. In the game field, to develop the N screen services using cloud technology without regard to the performance of the device, there is incresing interest to have been able to play to share any information of user in a variety of platforms. This paper aims to find the feature of game was developed using the cloud technology. After literature on the cloud technology research were reviewed, it is checked to how apply in the currently released cloud based game, based on find the features of the game. We expect to develop the cloud based game with feature of cloud and apply to develop the N screen game in the future.

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Design of Decision Support System for Propensity of User in MOBA using Modified PageRank Algorithm (MOBA 게임의 불량 플레이어 판단을 위한 위한 PageRank 알고리즘 기반의 의사결정 시스템 설계)

  • Shim, Jae Youn;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.1026-1029
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    • 2014
  • MOBA (Multiplayer Online Battle Arena) 기반의 게임 서비스는 현재 가장 관심을 받고 있는 게임 장르의 한 종류이다. MOBA 장르와 같은 게임들은 플레이어의 실력도 중요하지만 같은 팀원간의 협력과 전략이 중요한 요소 중에 하나이다. 이러한 상황에서 악의적의 의도로 자신의 비정상적인 플레이를 한다거나 욕설 등의 팀의 사기를 저하시키는 플레이어들이 문제가 되고 있다. 이러한 플레이어들의 제재를 위해 몇 가지 시스템들이 제안 되고 있지만 그들에 대한 판단은 쉽지 않다. 그래서 본 논문에서는 PageRank 를 기반으로 하는 불량 플레이어의 판단에 대한 보조 시스템을 제안 한다. 이 시스템의 MOBA 게임 플레이어의 플레이 횟수, 신고 횟수, 신고 받은 횟수 등의 자료들을 이용하여 플레이어의 Judgment Points 와 Bad Player 지수를 파악하며 이를 기반으로 생성된 Bad Player 랭킹을 통하여 불량 플레이어 검색에 도움을 줄 것으로 예상된다.

Development of Quiz Solving System using DDR Game (DDR게임을 활용한 퀴즈풀이 학습시스템 개발)

  • Jeon, Hyeon-seo;Yun, Chan-young;Um, Tae-woong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.383-386
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    • 2018
  • Interesting and focused learners are attracting more and more interesting and efficient learning methods. Research on game-based learning that converges information and communication technology in accordance with this trend is being attempted. I want to take advantage of the characteristics of the game that enhance the concentration. However, if you play a game, you may get less exercise. Therefore, in this paper, we have designed and implemented a system that improves fitness and improves the performance by using Dance Dance Revolution (DDR) to fuse games and sports.

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Developing a Conceptual Model for Measuring the Electronic Commerce Success of Online Game Websites (온라인게임 웹사이트의 전자상거래 성공측정모델의 개발에 관한 연구)

  • Hong, Ilyoo
    • Informatization Policy
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    • v.19 no.1
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    • pp.45-73
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    • 2012
  • Most online games today are provided via a website interface. Researchers found that various aspects of a game website importantly influence the success of the online game business. This paper aims at identifying key site-related quality factors affecting the success of online casual game websites and creating a model for measuring such success. To meet this end, we extracted basic factors from the literature and expanded them through a Delphi survey method in which domain experts were asked to identify key quality factors of online game websites. Then we performed a questionnaire survey using online game users for an empirical analysis. The results revealed that information quality, service quality, and system quality are all positively related to user satisfaction and that an increase in user satisfaction leads to an improvement in both gamer loyalty and business outcomes. However, it was found that gamers' loyalty does not necessarily increase business outcomes. The paper offers practical as well as academic implications based on the research findings.

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